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LewisDenby
LewisDenby @ Richard & Alice

Watch this space. :-)

Good karma+2 votes
LewisDenby
LewisDenby @ Richard & Alice

It honestly hasn't been tested. You could try the demo with it? www.richardandalice.com

Good karma+1 vote
LewisDenby
LewisDenby @ Richard & Alice

Thanks! :-)

Good karma+2 votes
LewisDenby
LewisDenby @ Masked

Hey dude, thanks for playing!

1. Yeah, I know. This still annoys me.

2. The ending is as it was intended. :-)

Good karma+1 vote
LewisDenby
LewisDenby @ Pon

I've just got back from the moon, and I'm probably being silly but I literally cannot work out what to do next. Any pointers?

EDIT: Seems there was a bug that made one of the coins not appear. Restarted and it's fine.

Good karma+2 votes
LewisDenby
LewisDenby @ Neptune

We're currently undergoing a pretty big design rethink. We'll be posting about that soon. The design rethink is in order to allow us to move more quickly and efficiently through development. It also, for all intents and purposes, means starting the level design again.

We hope to be finished by late-summer, yes. But that does only give us a few months. We'll keep you updated, and we hope you like the new direction.

Good karma+1 vote
LewisDenby
LewisDenby @ Unveiling and media release

To me, this highlights a weakness in the options available for classification at ModDB.

The 'Action Adventure' tag is a misnomer. It really isn't that at all. Though there are sections where the player is given a gun, they're only momentary, and there's no threat of death. These sections are treated as separate from the main game, as well. It's difficult to say more without giving it away.

It's difficult to address any of those suggestions without spoiling it, really. All I'll say is: I wouldn't worry about any of that, since it's totally a non-action game. If you can call it a "game". I'm not dismissing your opinions at all, but when you come to play it, I hope you'll see why I don't see any of those issues as important (or, in some cases, see it as important *not* to go down your recommended path).

Thanks for looking!

Good karma+1 vote
LewisDenby
LewisDenby @ Unveiling and media release

It's extraordinarily simple. All textures are simply set to self-illuminate. No lighting entities are used. This gives the silhouette look to all items.

Good karma+2 votes
LewisDenby
LewisDenby @ Unveiling and media release

There's no "horror" to it, certainly not in a traditional sense. But then, there isn't really any of that in The Path either. If there's one thing I *would* like to replicate from The Path, it's the ability to engage the player on an emotional level, and allow people to draw their own opinions on the story and its messages.

Good karma+1 vote
LewisDenby
LewisDenby @ In-game 2

Christ, it is very iGeneration, isn't it? That's the first time I've realised...

Good karma+1 vote
LewisDenby
LewisDenby @ The Violent Ones

Thanks for your comment, Terminal58.

I'm not trying to prove any technical prowess here. The visual style was chosen for a number of reasons, but primarily to retain a sense of objectivism and ambiguity of character. Hopefully it'll make a little more sense when (if?) you play it. But hopefully not *too* much sense. :)

Good karma+2 votes
LewisDenby
LewisDenby @ Bully: Source

Presumably, y'know, in schools and stuff. So they don't have to buy or actually play the mother game. I think this could potentially be a really interesting project, and it's a shame to see comments like that.

I would, however, like to be able to play this... any news on why it's not appearing in Steam lists for a lot of people?

Good karma+1 vote
LewisDenby
LewisDenby @ Bully: Source

Seems a lot of people are having the same problem: even when installed to the correct directory, Steam isn't recognising it.

Good karma+1 vote
LewisDenby
LewisDenby @ Bully: Source

Ditto.

Good karma0 votes
LewisDenby
LewisDenby @ Dear Esther

You definitely should try out Pathologic. It's not a well-made videogame, by the usual standards - it's ugly, controls terribly, and the world layout is confusing... and that's not to mention the horrific script translation, from what was clearly brilliant in Russian - but it's probably the most atmospheric and interesting game I've ever played.

Good karma0 votes
LewisDenby
LewisDenby @ March Updates

Will check this with Jesse as well, and report back.

Good karma+1 vote
LewisDenby
LewisDenby @ March Updates

Will mention this to Jesse and try get it sorted asap. Cheers for the tip-off.

Good karma+1 vote
LewisDenby
LewisDenby @ The Nameless Mod

Been playing this pretty solidly this evening. So far, I must say, the mod is absolutely superb. A marvellous achievement for the amateur development community. It's purile but never brash, sinister but always laugh-out-loud funny. The novelty of setting the game "on a forum" works far better than it should. The levels teem with life in a way those of Deus Ex never did. If anything, I'd honestly say this is an improvement over the original game. Fabulous work.

Good karma+1 vote
LewisDenby
LewisDenby @ March Updates

The release date was always provisional, and we always made that known. The new one is extremely tentative as well, but announcing a rough timescale gives us a focus to work towards. We hope not to let people down again :)

Good karma+4 votes
LewisDenby
LewisDenby @ Dear Esther

Interview with The Chinese Room's Dan Pinchbeck in the new issue of Resolution, including talk about Dear Esther and new information about Korsakovia.

Read online at: Resolution-magazine.co.uk

Good karma+1 vote
LewisDenby
LewisDenby @ Korsakovia

Interview with The Chinese Room's Dan Pinchbeck in the new issue of Resolution, including talk about Dear Esther and new information about Korsakovia.

Read online at: Resolution-magazine.co.uk

Good karma+1 vote
LewisDenby
LewisDenby @ Vague February updates, and clarifying a point...

The podcast's great - I really don't want you to think we're not grateful for the coverage, because we are. We just had a few comments and emails as a result, with advice about how to make the map work better as an opening section, when in actual fact it isn't one :)

Good karma+1 vote
LewisDenby
LewisDenby @ Neptune

We have people working on new weapon models, character alterations etc.

But I'm fed up of this assumption that SP mods should be massively heavy in terms of new content, when in certain places, existing content works just as well and allows for production to move more smoothly. That's always been our philosophy: get the game working to a reasonable degree first, then worry about whether or not to add new stuff later on.

One of my favourite SP mods - Dear Esther - presents a radically new gameplay concept and a whimsical narrative, but uses minimal custom content. Proof that, often, it just isn't necessary.

Good karma+1 vote
LewisDenby
LewisDenby @ Neptune

A bit, maybe. The VO system is the only similarity, to be honest... and the watery theme.

Good karma+1 vote
LewisDenby
LewisDenby @ Neptune

Thanks for your comment. However, this video does not represent the start of the game. As it says in the description (perhaps not clearly enough), this section of the game is *near* the beginning, but in fact around 15-20 minutes in. We currently have a level designer working on a rather elaborate intro sequence to the game. If it works, it's going to be STUPIDLY good, even if I do say so myself.

Good karma+1 vote
LewisDenby
LewisDenby @ Korsakovia

ClaneLord:

From The Chinese Room's site, this about their new project. Codenamed Blackout on there, but not updated in a while, so presumably the same thing --

"This mod is designed to investigate how players cope when the normal anthropomorphic cues attached to agents are removed. Put simply, just about every agent every used in a game is anthropomorphic in some way. They are humanoid or, at the least, animal. This gives the player a huge range of cues and assumptions they can work from. I've written about this process of basically creating the sense of a mind and attaching to an agent with minimal cues for the 2008 Philosophy of Computer Games conference. In philosophical terms, it's usually called adopting the Intentional Stance - assuming there are mental states and beliefs going on in the agent presented to you.

Blackout rips these away by turning off the rendering of Half LIfe 2 agents and replacing them with a particle effect- either a heat shimmer or a rolling black cloud of smoke (a bit like the 'monster' in the TV show Lost). Additionally, like Conscientious Objecter, we are taking away the player's gun. On top of this, a script is being drafted which outlines a scenario which owes much to Day of the Triffids - unknown entities are on the loose, they seemed to posses some rudimentary intelligence but their motives are unknown.

Blackout should work halfway between Dear Esther and a traditional game - including much more of what you can call gameplay, but retaining a high level of ambiguity and abstraction."

Good karma0 votes
LewisDenby
LewisDenby @ Dear Esther

Might I point people who enjoyed Dear Esther in the direction of The Path?
www.tale-of-tales.com/ThePath

Having played a preview version of this game, it's shaping up to be very interesting indeed, and a similar sort of "artistry first, 'game-like' elements second" adventure.

Good karma0 votes
LewisDenby
LewisDenby @ In-game footage

1) We're well aware of the importance of the quality of voice acting and are working on getting more appropriate actors for different roles. The 'captain', though... do you mean the first officer, George? He's supposed to be middle-aged rather than old, but yes, I do agree. At the moment his VA is mid-20s, which isn't really appropriate, and will hopefully be changed.

2) ...um. No. It isn't.

Good karma+2 votes
LewisDenby
LewisDenby @ HMS Defiance 2

IN THE FUTURE WE WILL ALL USE WINDOWS VISTA!

Enjoyed this. Still rough around the edges but miles better than HMSD1. One of your loveable West Country voice actors can't pronounce "specifically," though!

Good karma+1 vote
LewisDenby
LewisDenby @ Neptune

I'm actually really fond of the idea of utilising as many HL2 assets as possible, so we can really focus on the actual DESIGN of the game. Our motto is: if it works in this new context, don't change it; if it doesn't, then do. We've plenty of custom content for you to enjoy - just none of it on show in this video, I'm afraid!

Good karma+1 vote